Search found 180 matches

by Escadin
Sat Jan 12, 2019 10:20 am
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 12965

Re: Did no one else notice massive nerf of tank in 0.17?

You can't have a tank balanced in both mid game AND end game without some kind of way to scale it up as the game goes on. You are forgetting the tank already does massive scaling based on additional damage / fire rate through research, unlocking new ammo like uranium rounds and production of better...
by Escadin
Fri Jan 04, 2019 1:32 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 12965

Re: Did no one else notice massive nerf of tank in 0.17?

Give it defensive upgrades of some form to be able to soak damage from behemoths and you have a proper endgame vehicle. The thing is I'm not sure the tank is meant to be an endgame vehicle. It's available fairly early, and is potent well into the late mid-game. I think the tank should not stand beh...
by Escadin
Wed Jan 02, 2019 4:31 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 12965

Re: Did no one else notice massive nerf of tank in 0.17?

The tank is just a vehicle, and the MG is just one of its weapons, but not the only one. I understand it is most convenient to just drop piercing rounds in the tank and ignore the other options because shells require extra automation of explosives, flamethrower on the tank is quite weak and require...
by Escadin
Tue Jan 01, 2019 1:11 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 12965

Did no one else notice massive nerf of tank in 0.17?

They are planning to massively nerf the tank in 0.17. The tank had a specific issue where the tank Cannon shells would seem weak compared to all the automation and investment you would need to do to get them. Instead you can just put the Piercing rounds magazines in, and especially if you upgraded ...
by Escadin
Thu Nov 22, 2018 7:21 pm
Forum: General discussion
Topic: Steam Best Developer nomination
Replies: 11
Views: 1595

Re: Steam Best Developer nomination

I had the same problem so I chose the machine thingy award instead. The "Fun with Machine" category makes sense, but I also really like to "Labor of Love" Category. The problem is it seems (IMHO) there are 3 really good categories for Factorio (assuming Wube gets their dev profile on steam up). I wo...
by Escadin
Fri Nov 09, 2018 8:15 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 16142

Re: Friday Facts #268 - The modern Biter

Those are biters alright.
+1 for the legs.
by Escadin
Wed Oct 24, 2018 11:56 am
Forum: General discussion
Topic: Artillery train nest clearing strategy
Replies: 26
Views: 4365

Re: Artillery train nest clearing strategy

is there any benefit of using static turrets? it would be nice if they had e.g. a range advantage.. Point is also to have a better coverage. Plopping down an artillery turret right next to the already existent resupply station is easier, only takes an additional inserter and ensures I can manually ...
by Escadin
Sat Oct 20, 2018 3:35 pm
Forum: General discussion
Topic: Artillery train nest clearing strategy
Replies: 26
Views: 4365

Re: Artillery train nest clearing strategy

- Why is that? (1) Artillery gun only holds a little over 10 shells. (2) A regular wagon delivering shells only carries 40 shells. (3) An artillery wagon carries 100 shells. So... if you are building a station and a train to deliver shells from your factory... you might as well use a train with art...
by Escadin
Sat Oct 20, 2018 11:59 am
Forum: General discussion
Topic: Artillery train nest clearing strategy
Replies: 26
Views: 4365

Re: Artillery train nest clearing strategy

- To defend an already cleared area: Set a train with one or more artillery wagons on a patrol route, to stop at the artillery positions until "x" seconds of inactivity. It is simply not worth it to use static artillery turrets and deliver ammo to them. And why is that? You need a logistic system f...
by Escadin
Thu Oct 11, 2018 5:39 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 95
Views: 12134

Re: Self adjusting Kovarex based on demand

Perhaps I mistunderstood but this sounds like the completely unrelated standard problem of managing Kovarex enrichment so it only passes on the surplus? Didn't the blue print referenced by OP already solve that for each centrifuge individually? And I'm pretty sure a centrifuge tries to hold onto ex...
by Escadin
Sat Oct 06, 2018 8:11 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 95
Views: 12134

Re: Self adjusting Kovarex based on demand

Personally, I probably actually would use artillery. The point is that there is more than one way to skin a cat and none are more correct than the others. Believe me when I say that's understandable. I prefer to take the fun choice over whatever is considered the optimal choice myself. However when...
by Escadin
Sat Oct 06, 2018 6:22 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 95
Views: 12134

Re: Self adjusting Kovarex based on demand

I think the point of this thread got lost in the arguments. Some actually answered it, but many went off on tangents. Maybe it was my failure in the OP. Recapping the goals and elaborating a little more: 1) To use as optimized a conversion from U238 to U235 as possible with the typical features: - ...
by Escadin
Sat Oct 06, 2018 6:00 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 95
Views: 12134

Re: Self adjusting Kovarex based on demand

Once I clear the area, I will build a train station, and the train station will need nuclear fuel. Yes. A single one and it will last the train for like 5 hours playtime straight. And you might as well have cleared the area with cheap artillery. :D I'm sorry, I don't mean to ruin your parade guys b...
by Escadin
Wed Oct 03, 2018 3:51 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 95
Views: 12134

Re: Self adjusting Kovarex based on demand

- A Kovarex design that not only is build and forget, but adjusts to demand, and doesn't choke once you produce more than you need and one of the lines backs up. - For example, if you build and use a lot of Uranium ammo, Kovarex throttles down so that more of the U238 is available for it, but I'd y...
by Escadin
Sun Sep 30, 2018 8:16 am
Forum: General discussion
Topic: How Long to Beat...
Replies: 12
Views: 1946

Re: How Long to Beat...

Hey guys, I just looked on howlongtobeat.com and saw Factorio had a 42 hour 29 mins average time for the main story. Do you guys think this is fair, or should it be lower/higher? There is no main story campaign. Just some lore and setting providing tutorial campaign for what is otherwise a complete...
by Escadin
Fri Sep 21, 2018 4:43 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 13037

Re: Friday Facts #261 - Performance + New player interaction

If I may give you some advise for your tutorial problem from what I've learned in interface design: User agency is important Being in full control of the process at any given time is important for interfaces in general. This includes making sure the program doesn't skip too many steps and generally ...
by Escadin
Sun Sep 16, 2018 11:07 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 38657

Re: Friday Facts #260 - New fluid system

This FF get me thinking. First of all, why don't you throttle the max throughput of a segment by a factor proprotional to it's length? Is that not supposed to be a thing anymore? Then what are pumps good for? And then what speaks againt a more naive approach? Instead of calculating fluid behaviour e...
by Escadin
Sat Aug 11, 2018 6:51 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 19497

Re: Friday Facts #255 - Construction tools

I feel like I might have missed it in the blueprint conclusion and all the previous FF.

Is editing blueprints going to be more user friendly? No more re-typing the name, re-setting all the flags and finding all the icons in correct order again every time I edit an existing blueprint?
by Escadin
Thu Aug 09, 2018 4:18 pm
Forum: General discussion
Topic: Game+ in Factorio?
Replies: 17
Views: 2147

Re: Game+ in Factorio?

I'll say "No, because I hate the Game+ trend". What are you talking about? There are maybe 3 games in total that even have something like that. TVTropes can think of about a hundred . Zelda, Mega Man, Baldur's Gate, Plants vs Zombies... Man that is one long-winded "trend" we have nowadays. :mrgreen:
by Escadin
Tue Aug 07, 2018 1:30 pm
Forum: General discussion
Topic: Game+ in Factorio?
Replies: 17
Views: 2147

Re: Game+ in Factorio?

Remember that campaign level where you produce a bunch of ammo and weapons and stockpile some raw materials so you'll have a stock to live on during the next level? There were even blueprints which allowed to skip research if I remember correctly. Not blueprints like the ones we have for easy constr...

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